/Engine/Source/Runtime/Engine/Classes/Engine/AssetManager.h
A singletonUObjectthat is responsible for loading and unloading PrimaryAssets, and maintaining game-specific asset references Games should override this class and change the class reference
class UAssetManager : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
TArray<FString...
AddedAssetSearchRoots
List of dynamic asset search roots added past startup
TArray<FString...
AllAssetSearchRoots
All asset search roots including startup ones
TArray<FString...
AlreadyScannedDirectories
List of directories that have already been synchronously scanned
TMap<FSoftObje...
AssetPathMap
Map from object path to Primary Asset Id
TMap<FSoftObje...
AssetPathRedirects
TMap<FPrimaryA...
AssetRuleOverrides
Overridden asset management data for specific types
bool
bHasCompletedInitialScan
True if we have passed the initial asset registry/type scan
bool
bIncludeOnlyOnDiskAssets
True if only on-disk assets should be searched by the asset registry
bool
bIsGlobalAsyncScanEnvironment
True if we are running a build that is already scanning assets globally so we can perhaps avoid scanning paths synchronously
bool
bIsLoadingFromPakFiles
True if we are loading from pak files
bool
bIsManagementDatabaseCurrent
True if the asset management database is up to date
bool
bIsPrimaryAssetDirectoryCurrent
True if asset data is current, if false it will need to rescan before PIE
bool
bObjectReferenceListDirty
bool
bOnlyCookProductionAssets
If true, DevelopmentCook assets will error when they are cooked
bool
bShouldAcquireMissingChunksOnLoad
True if the chunk install interface should be queries before loading assets
bool
bShouldGuessTypeAndName
True if PrimaryAssetType/Name will be implied for loading assets that don't have it saved on disk.
bool
bShouldUseSynchronousLoad
True if we should always use synchronous loads, this speeds up cooking
bool
bTargetPlatformsAllowDevelopmentObjects
Suppresses bOnlyCookProductionAssets based on the AllowsDevelopmentObjects() property of the TargetPlatforms being cooked.
bool
bUpdateManagementDatabaseAfterScan
True if the asset management database should be updated after scan completes
TMap<FPrimaryA...
CachedAssetBundles
Cached map of asset bundles, global and per primary asset
TMap< int32,FA...
CachedChunkMap
Cached map of chunk ids to lists of assets in that chunk
FDelegateHandle
ChunkInstallDelegateHandle
Delegate bound to chunk install
TMap<FPrimaryA...
ManagementParentMap
Map from PrimaryAssetId to list of PrimaryAssetIds that are the parent of this one, for determining chunking/cooking
int32
NumberOfSpawnedNotifications
Number of notifications seen in this update
int32
NumBulkScanRequests
>0 if we are currently in bulk scanning mode
TArray<TObject...
ObjectReferenceList
List of UObjects that are being kept from being GCd, derived from the asset type map.
FOnAddedAssetSe...
OnAddedAssetSearchRootDelegate
Delegate called when a new asset search root is registered
TArray<FPendin...
PendingChunkInstalls
List of chunk installs that are being waited for
TMap<FPrimaryA...
PrimaryAssetEncryptionKeyCache
Cache of encryption keys used by each primary asset
TMap<FString, ...
PrimaryAssetIdRedirects
TMap<FPrimaryA...
PrimaryAssetStateBeforePIE
Copy of the asset state before PIE was entered, return to that when PIE completes
TMap<FName,FN...
PrimaryAssetTypeRedirects
Redirector maps loaded out of AssetMigrations.ini
FStreamableMana...
StreamableManager
The streamable manager used for all primary asset loading
TSet<FPrimaryA...
WarningInvalidAssets
List of assets we have warned about being missing